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Copyrighted Material Index 3D accelerometer 422 choosing among 339–42 3D desktop interface 181 generating 336–8 3D interactive maps 183 researching similar products 363–4 3D printing 386–7, 424 alternative hypothesis 485, 487 3D TV 40–1 Amazing Amanda, interactive doll 153 3D virtual environments 53–4, 178–9 ambient displays 3D goggles 115–16 design concept 43 augmented reality 211 heuristics 506–7 gaming 182 persuasiveness of 149–50 software toolkits for 179 real-time feedback 122–3 ‘404 error’ message 142 amnesia, SenseCam device 80 7 ∓ 2 rule 75–6 analogies see metaphors analysis of data see data analysis abstract artifacts 312 analytics, web 263–8, 301–3, 460, 514–18 abstract vs. realistic interfaces 180–1 annotation 95–6 accelerometers 192, 199, 421, 422, 465, 491 annoying interfaces 140–3 accessibility 18 answering machine, Bishop’s marble 3–4 interactive TV services 177 anthropomorphism 152–4, 217 Rehabilitation Act, Section 508, USA 506 API (application programming interface) 425–6 usability testing 483–4 apologies from computers 143 web content guidelines 188–9 app mentality 84–5 ActiMates 153 appliance interfaces 189–91 activity-centered design 322 apps for mobile devices 191–2 activity theory (AT) 310–14 Arduino toolkits 421–2 actuators, haptic interfaces 117, 118, 202, 203 artifacts, activity theory 311–12 Adobe PDF accessibility tools 484 assumptions 38–9 advertising 188, 268, 515 ‘At home with Bob’ software 140 aesthetically pleasing interfaces 138–9 ATMs (automated teller machines) 292 Affdex software, facial coding 143–4 attention 67–70 affective computing 143–5 audio recording 232 affi nity diagrams, contextual design 292 augmented reality 53–4, 209–12, 411–12 affordance, design principle 29–30 Autodesk, Showcase 438 Africa avatars community-based design 419–20 augmented reality 211 Gary Marsden’s researchCOPYRIGHTED 429–31 gestures MATERIAL controlling 52, 199, 200 agile software development 342–3 telepresence 116 AgileUX 433–42 virtual worlds 160–1, 179 aligning work practices 435–40 averages 280 documentation 440–2 awareness 119–20 user research 434–5, 436–7 axial coding, grounded theory 304, 306, 307 air-based gesture interfaces 199–201 Axure, wireframe development 449 air traffi c management application 336–7 Alice.org, 3D programming tutor 179 Babble, communication tool 123 alternative designs 330–1 Balsamiq, mockup development 449–50 554 INDEX banking, security issues 76–8 car navigation systems 37–8, 59, 411–12 barcode scanning apps 192–3, 221 car purchase scenarios 374–5 barge-in feature, speech technology 194–5 Cardiac Tutor 175–6 Barney, bear ActiMate 153 cards BBC Big Screens Public Space Broadcasting debit/credit, contactless 97–8 project 126–7 material metaphors 46 BCI (brain-computer interface) 218–19 prototyping 390, 414–18 BDUF (‘big design upfront’) 435–7 smart cards 365 behavioral change 146–52 carousel navigation pattern 445–6 behavioral level, emotional design 135, 136 cascading menus 168–9 between-subjects design 486 case-based reasoning 336 Beuchley, Leah, interview with 224–5 case studies, evaluation 462–9 bias categories from data, grounded theory 303–4, analysis of data 279, 291 307 evaluation 468, 471 categorization of qualitative data 293–7 in interpretation of data 276 CAVE systems 53–4 interviews 235, 239, 242 cell phones participant selection 486 designed for user experience 12–13 ‘big data’ 300, 498 games 182 ‘big design upfront’ (BDUF) 435–7 keypad design 519 BioBLAST 176 UI design, paper prototyping 395–6 biology research 364–5 see also mobile devices BiReality, robot surrogates 113–14 check boxes 245, 249, 250 Bootstrap framework 448 children 16, 152–3 ‘bounce rate’, web page visits 266–7 gathering data from 235–7 boyd, danah, interview with 498–9 claims 38–9 brain-computer interfaces (BCIs) class diagrams 369 218–19 ‘Clippy’, Microsoft agent 141 Brainball game 218–19 close-knit teams 119–20 BrainGate research group 219 closed questions brainstorming 323, 370 data analysis 279, 281 Break-Time Barometer 127 data gathering 234, 239, 241, 244, 245 Brignull, Harry, interview with 34–5 clothing button/key design, Fitts’ Law 518–19 e-textiles 7, 214, 424, 425 see also wearables calculations, performing 95 ‘cloud talk’ 213 call routing, speech technology 194 co-design 419–20 cameras co-option, user involvement 325 air-based gestures 199–201 co-presence 118–28 data gathering 232–3, 258–9, 260 awareness 119–20 e-skiing system 465–6 physical coordination 118–19 SenseCam device 79–80 shareable interfaces 120–7 usability testing 476, 478, 481 cognition 65–6 wearable, Google Glass 212–14 cognitive frameworks 85–6 CAQDAS Networking Project 300 distributed cognition 91–2 car controls embodied interaction 96–7 contextual inquiry 366 external cognition 92–6 design concepts 37–8 gulfs of execution and evaluation 88 speech-operated 203 information processing 88–91 visibility 26 mental models 86–8 INDEX 555 cognitive processes 66–85 breakdowns 104–5 attention 67–70 online chatting 101–2 language processes 82–3 remote 106–11 learning 81–2 structured 347–8 memory 71–80 turn-taking 102–3 perception 70–1 via social media 109 refl ective processes 83–5 conversing, interaction mode 50–2 cognitive tracing 95–6 Cook’s Collage 79 cognitive walkthroughs 460, 511–14 cooperative inquiry 236 Cohen’s kappa 293 copyright issues 339 collaborative activities, shareable interfaces creative commons community 339 205–6 creativity 331–2 collaborative expression, music-making 121 alternative designs 336–7 collaborative technologies 125–7 positive mood enhancing 134–5 color-blindness 18, 329 critical incident analysis 298 command-based interfaces 160–1 cross-cultural design 408 community-based co-design 419–20 cross-fertilization of ideas 336 compositional thread 14–15 crowdsourcing 467 computational offl oading 95 cultural differences 16–17 computing aids, memory loss 79–80 data gathering issues 235–6 conceptual design 330, 397–405 web design guidelines 408–9 conceptual models 41–4 CuteCircuit 117, 214 developing initial 398–404 expanding initial 404–6 ‘dark patterns’, persuasive design 25, 447 Norman’s framework 58 dashboards 184–5, 265, 267 concrete design 406–9 data analysis 275–318 consent, obtaining 469–70 qualitative and quantitative 276–9 consistency 29, 30, 507 for requirements 368–70 constraints, design principle 27–8 simple qualitative analysis 291–300 construction 420–6 simple quantitative analysis 279–91 consultancies 11–12 supporting tools 300–3 consumer electronics 7 theoretical frameworks 303–14 interfaces 189–90 data gathering 226–73 contactless cards 97–8 with children 235–6 content analysis 297 grounded theory approach 304 content encoding 74 interviews 233–43 context and memory 73 key issues 227–31 context-aware environments 59 observation 252–68 context-aware experience sampling 488–9 questionnaires 244–52 context principle 366 recording approaches 231–3 contextual design 292, 310, 314, 366, for requirements activities 361–8 367, 398 selection of method 269–72 contextual inquiry 366–7 data logs 287 contextual menus 169 data presentation 314–16 control of interface 58–9 requirements 368–9 controlled settings, evaluations 456, 457–9 web analytical data 301–3 convenience sampling 228, 249 in the wild studies 492–3 conversation data requirements 354–5, 369 adjacency pairs 103–4 DBR (design-based research) 236 analysis 297 deaf telephony 419–20 556 INDEX deceptive technology 152 controlled environments 260–2, 270 decision making 83–5 in the fi eld 253–60, 270 defi brillator design, experience prototyping 399 disabled people see people with disabilities degrees of freedom 488 discourse analysis 297 dependent variable 485 distraction design multitasking 69–70 choices and decisions 6–7 while driving 38 community-based 419–20 distributed cognition 91–2, 93 concrete 406–9 concepts 310 experimental 486–7 data analysis 308–10 good and poor 2–6 divers, underwater computers 356–7 guidelines, and heuristics 505–8, 511 DIY creations, Maker Movement 424 Kees Dorst interview 62–4 documentation 502 maps 416–18 AgileUX 440–2 participatory 418–19 requirements data gathering patterns 443–7 363, 365 scenarios 409 Dorst, Kees, interview with 62–4 space, conceptualizing 41 drones 216–17 see also prototypes DSDM (dynamic systems development method) design-based research (DBR) 236 project 442 ‘design concept’, ideas for a design 43 dynalinking 81–2 design principles 25–31 Dynamo system 126 affordance 29–30 dyslexia 18, 83 applying in practice 30–1 consistency 29 e-readers 239–41 constraints 27–8 e-skiing system 465–6 feedback 26–7 e-textbooks 176–7 visibility 26 e-textiles 7, 214, 424, 425 design teams 10–11 eating habits, changing 147–8 articulating the problem space 38–41 Echo app, happiness ratings 149 experience prototyping 398–400 ecological validity 471 users co-opted into 325 Edge Browser 193 desktop metaphor 44, 45 educational multimedia 176–7 direct manipulation 52–3 effectiveness, usability goal 19, 341 dialog boxes 20, 21, 162, 163, 326 effi ciency, usability goal 20, 341 DiamondTouch tabletop 204 elderly people diaries, data gathering 243, 263, 364 accessible TV 177 DiCOT (distributed cognition for teamwork) 310 context-aware control 59 different-participant design 486 Presence Project 361–2 digital bubbles 127–8 robot pets 216 digital content systems 74–5 telecare systems 354 Digital Desk 209–10 electronic ink 197 digital forgetting 78 embodied interaction 96–7 digital libraries emoticons 109, 139 ethical issues 260 emotional design model 135–6 web analytics 301–3 emotional interaction 131–56 digital pens 196–7 annoying interfaces
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